| Pros |
| Cons |
This is Perpetuum. In the distant future, humanity has advanced far beyond the contemporary understanding of science (and possibly created the microwavable Pizza from Back to the Future 2), and as such a new source of energy is needed. Discovering tiny wormholes, Earth-dwellers happen across a planet by the name of Nia, which just happens to be inhabited by warring-robot overlords, but hey, why would that stop you from eyeing up the landscape with fabric swatches?
Using remote-controlled mechs, it is your job to help or hinder the progress of humanity's struggle to usurp power from an ingenious race, and further the ambitions of that dastardly "science" thing. Taking the form of a sandbox-hybrid MMO, Perpetuum is an enthralling journey of colonization in an alien land, and while the experience is enjoyable, one word will always be at the tip of your tongue - and I'll give you a clue, it isn't "Adam".
Aesthetics 8/10
Let's just get it out in the open; Perpetuum is to EVE Online, as Pepsi is to Coca-Cola - one is sweeter than the other, but both will ensure your life is squandered in some way. Avatar Creation's obvious muse for this mechanized-MMO is plainly, and obviously, CCP's hugely successful space-em-up. From the vehicle perspective, to the quasi-space stations, and even further to the UI itself - visually, you will find it impossible not to point at the screen mumbling "I can't believe it's not EVE" but that isn't to say that there aren't a few flourishes and improvements over the intergalactic elephant in the room.
For the most part, Perpetuum manages to be an interesting, and dare I say attractive experience. The art direction follows the path of a beautifully realised world of technological chaos; the natural world elopes around the electronic wonders of the synthetic inhabitants; weird and wonderful alien plant life spring out of every crevice and every horizon is illuminated by the invasive view of a metallic structures.
And for a small independent company, for the most part, the game's technology manages to compete on an aesthetic level. The draw-distances are impressive, the effects are satisfying, and it is a fair bet to say you will not have happened across a setting quite like Perpetuum's. It may have taken one too many UI cues from EVE Online, but it still manages to be an overall impressive experience.
Gameplay 8/10
The primary focus of this title is as you might expect: create an avatar, and discover the world on your own terms, whether through combat or craft. The character creation system throws you in at the deep end as there are multiple choices as to what your mech might favour. Starting out in such a manner does feel a little like swimming against a tide of confusion, but throughout I found that the initial choices are more like "nudges" into certain areas, rather than the overall arc your journey will take. The developer's have also opted for a "man behind the machine" system, seen in CCP's game, and so you will also have to contend with a fairly archaic looking character creation tool. Top marks for anyone who can design a human that doesn't look like a paedophile with cosmetic surgery.
Beyond the initial steps Perpetuum opens out into the sandbox-like environment players have come to know and love. Mindless drones wander around areas waiting to be killed, specific locations are rich in ore, and it is your choices which shape the experience. The tutorial of the game does a nice job of introducing the controls and the varied nuances of the title - with more windows and tabs to contend with than seems humanly possible.
Like EVE, experience points are gathered not through deeds, but through time, every minute accruing an Extension Point; once enough of these have been obtained, then you may unlock a certain technology whether it is in industry, combat, or one of the many options. There are a number of skills, and a number of tiers, so figuring out what path you might take will leave you with a multitude of options. Of course this time-based system does draw its own problems, in that the "time= win" formula applies, but for the most part it is a handy system, even if we have seen it before.
Away from character growth, most of your time will be spent in the pursuit of currency, and this can be obtained numerous ways. A quick and easy way is to run missions, from bounties to collecting resources, these tasks will hand you a reward of credits, as well as any loot you might happen upon. The game boasts an entirely player driven market, so supply/demand is essential to the experience, and many will find themselves at home with gathering raw materials for those crafters amongst us.
Like Perpetuum's intergalactic counter-part, there are also ways in which to garner thrills higher than that of simple mission running, in the form of the Beta Islands. Like Low Security space, these isles offer higher reward resources, but the gamble is open PvP and full loot. This is also where a lot of corporation conflict will arise, so navigating these high-risk/reward locations will be a valuable, if hazardous, experience within Perpetuum.
Playing Avatar Creation's MMO is a little like gazing upon a re-tooled version of CCP's landmark title, but it isn't safe to simply assume they are one and the same. The developer's have borrowed heavily from the aforementioned, but the implementations and refinements to the system add a certain flavour that feels individual, but, there is too little to truly turn your head away from a life in space. It is enjoyable, and there's plenty to do, but EVE Online still has that edge.
Innovation 6/10
As you might have come to expect, Perpetuum drops the ball when it comes to innovation. The entire ensemble feels like a lovingly crafted pastiche of the EVE mould. This isn't a bad thing, but the game barely steps out from the shadow of the space-faring MMO, and a few more steps in its own direction is sorely needed. From the UI, to combat, and mission running, there is too much here that reeks of other developer's work, but when Avatar Creation's add in their own flavours Perpetuum shines.
Polish 8/10
Being only a year old, Perpetuum packs a surprising amount of polish. The experience feels refined, and works better than a lot of other indie-titles and it seems as if the developers are working on getting the core of the game correct, before moving forward. For this players are rewarded with an ensemble that feels tight and well made - there is a succinct lack of unfinished content, and for the most part, everything here feels finished and well implemented. Of course there could be a few touches here and there to the combat system, but with a new patch just weeks ago, even this has taken a step into a more frenetic and enjoyable place.
Social 8/10
Community is key to a game such as Perpetuum, and luckily Nia boasts a fairly active, if somewhat small user base. Corporations are a great way to meet new people, but further into the game become essential to the PvP and endgame experience. To the newcomer it isn't the easiest thing to muscle your way into, but it certainly isn't impossible, and the chat tabs are usual abuzz with chat and help - and with an active player market, there is enough human contact here to make you smile that the MMO part isn't yet lost to the genre.
Longevity 7/10
Much of the Perpetuum's longevity comes from the activities of corporations, and also the pursuit of more extensions, as well as currency. Player versus player activities can be found in the beta islands, as points can be controlled, and groups can fight for bragging rights, as well as conveying into dangerous territory to find resources. It isn't as well rounded as most MMO experiences, and the skill system does make it hard for a new comer to catch up with the rest, but Avatar Creation's have created a game that will keep your attention long past the initial stages.
Conclusion
Given more time, more refinement, and a surge in originality, Perpetuum could be the alternative choice to CCP's domination of the mechanized sandbox world. At the moment, while Avatar Creations are doing a lot of things right, the game is too similar to other titles, and an extra push in creativity will see this robotic title soar into a new realm of enjoyable MMOing. Entertaining, fun, and a great start, but further work is needed for this game to be truly recommendable.
It really is a great game, and would still be playing it if not for the large time commitment that is needed for games like this. It's actually the same reason I had to quit eve.
I completely agree with this review.
However, there is one aspect missing from this review and it was such an important aspect that it was the only reason why I stopped playing Perpetuum...
When you graduate from light robots to mechs, the mechs are really weak, ineffective, and expensive ammo-wise. This really spolied the game for me because all the mechs really look the business and I was really looking forward to piloting one.
Admittedly, I spent 95% of my time soloing - and this is not a solo game. Nevertheless, I think my critisism still stands.
I really think that if they just gave the game MechWarrior style combat, it would be flooded with players. Keep the mining, the market and the skill point system, just add MechWarrior style combat.
"not even close."
Quite honestly I think you are being far to kind. Gameplay 8/10? I havent played in a while but AI was atrocious last time I played. Pathing was also horrible. No grouping of modules (at least none when I played) made for cumbersome button mashing. 7/10 would be a stretch, more like 6/10.
Considering 90% of the game is cut-and-pasted from EVE online, you still give them a 6/10 for innovation? Pathetic. It should, more realistically, be like a 3/10. Inverting skill point accumulation from EVE's system isnt exactly a ground breaking innovation.
I realize I havent played since beta/early launch, but aesthetically it was NOT an 8/10, and I doubt they are right now. Since most people who think of a Mech, thinks of a 10 story tall 150 ton hunk of molten death rays, running around a planet where your barely as tall as the shrubbery is somewhat of a letdown. Far too kind, should be 6/10.
How much did Avatar Creations pay you for this review?
wow MMORPG tellin blatant lies again.. WOW-Best mmo ever,
perptumm most attractive game.
whos writing this nonsense. They need to think about getting rid of some of these horrid article writers. You guys are gonna end up with a reputaion like gamespot soon enough.
This is only compounded by Perpetuum's devs claiming that it's not an EVE based game.
Are you serious? This game is a blatant engine rip off EVE. The actual gameplay is extremely boring, travel times are extremely long, overal I would give it 5 - if that!
I wanted to like this game, but couldn't. At the end of my trial period (granted this was some time ago), the only thing I could honestly say I really liked about the game was the music. The music rocks imo. Besides that, I found most things to be pretty boring...dead in fact. The world felt dead, and there did not seem to be a wide variety of vehicles available. They used Eve's systems, but only included 10% of the content.
I found the game to be interesting, but not my favorite. it definetly has it's niche of players, but as others have said, it could use a little more.
My main point in posting is thanking the staff for showing me a new word....Opine.
Define Opine;
Opine: Hold and state as one's opinion.
In Example:"“The man is a genius,” he opined".
I will be using Opine all the time now when I post, thanks! :P
How did you give aesthetics an 8? The game looks like 90's garbage.
Decent game when I tried it. Very time consuming though, and very EVE-ish in terms of a lot of mechanics. No real reason to try and explain this, give the trial a go and you will see. I did like the mining mechanics (coloured node maps) but it was a bit of a clickfest that became an issue over time, but that's what you got macros for I suppose.
Overall the biggest problem I had in about 20 days playtime (I gave it a serious try) was the lack of content, and little variation in the existing content. You'd generally end up doing the same missions in a rotation with the same vehicle as there are only a hand full of vehicles and not really that many customization options.
Graphics wise it's a bit hit and miss. Certainly looks decent, if not a little dated by now, but it passes in most areas. Textures are probably the worst part, followed by low-poly environment models.
Certainly worth mentioning is the high level of dev-player interaction, a rare sight these days.
interesting review ... seems AC started their ad campaign :-)
Played the game for a few months. While you can spot the EVE inspiration in many places it is unique enough to stand on its own. There are some balance issues (as in each game) but the Devs actively talk to the comunity and fix things. Since the dev team is small, progress is slow. However they do have some great ideas.
The 2 major issues are:
1. lack of contect - simple missions, industry, exploration (artifact scanning). there's nothing else except PVP. no player created anything.
2. client performance - ok I played under Linux/Wine, but I got 10 fps outside a terminal with nobody on screen with a radeon 5830. the game is heavily CPU limited.
Once AC fixes the first point, they will get some traction and the game will be excelent. Currently it is only good. I will check in a few months if the client performance improved.
Been play this game for a year and seems quite a fair review and I agree it needs more end game content and more tools . The larger mechs are quite powerful once you have enough skills and more advanced modules. Many improvements during the last 6 months too, New NPC AI, highways for faster travel, player customised NPC spawns, end game mechanics has changed a few weeks ago and many more missions.
Its a pitty about the review date because the graphics is having a revamp tommorow, together with the introduction of the first hover bot hauler.
This game has a loads of potential, and its getting better.
While growing slow, the game has a great community.
Yes the game's graphics engine is getting an overhaul.
I like to play games mainly for their mechanics. But I agree the look is what first grabs your attention and some tend to fell the game's graphics are a bit dated.
The game does have a 15 day trial. I would recommend anyone who likes FFA PVP loot, sandbox games with player driven politics, market, and industry to check it out!
Been playing the game for some months now, starting any new game is daunting.
This game is no different, but not as bad as eve.
New players get to learn in safe areas, and pvp is optional (unlike eve).
The training method is good, no more alarm clocks to switch skills.
The tech tree is easy to learn, all the higher tier items use normal materials (no moon goo here).
The dev's and gm's contact you ingame to check your ok, and answer questions.
If you want to be in a game where you matter, And you can your make your own place in game.
This is it
Too similar to Eve is a con?? Just stupid... Anyways... This game is awesome, if you're thinking about giving a new game a shot this one is worth your time!
This game is awesome and its getting better after every patch, with gameplay improvements content and the first glider bot. They are going to add even more gliders and for end game new player owned structures more landmass (bigger islands) an a few months. This month we will get walls to build and bombs to clear plants and the new walls as a counter.
Its worth a try!